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TURN SEQUENCE

• Play cards from your hand. • Total up your Power and purchase cards with combined cost less than or equal to that total. • As soon as you buy or gain a card, place it into your discard pile, unless instructed otherwise.

END OF TURN

• Place all the cards you played and any remaining cards from your hand into your discard pile, and draw a new hand of five cards. • Fill each empty slot in the Line-Up with a card from the of the main deck. • If the top card of the Super-Villain stack is face down, flip it face up and read aloud the next Super-Villain’s —Attack.

Do not reshuffle your discard pile just because you have no cards in your deck. Wait until you must draw, discard, or reveal a card from your deck. Then shuffle your discard pile, and it becomes your new deck.

The game ends immediately when either of the following two conditions is met: • You are unable to flip up a new Super-Villain on the stack. • You are unable to refill all five slots of the Line-Up.

DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. (s12) ©2012 . “LEARN TO PLAY” VIDEO ONLINE AT 16279 Laguna Canyon Road, Irvine, CA 92618.

www.cryptozoic.com Made in China. WWW.CRYPTOZOIC.COM/DEMO/DC OVERVIEW TYPES OF CARDS In the DC Comics Deck-building Game, you take on the role of ™, ™, or one of their brave and heroic allies in the struggle against the forces of Super-Villainy! While you begin armed with only the ability to Punch your PUNCH VULNERABILITY WEAKNESS foes, as the game progresses, you will add new, more powerful cards to your deck, with the goal of defeating as many DC Comics Super-Villains as you can. In the end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game.

STARTER STARTER Card Type +1 Power Weakness cards reduce your score at the end of the game. CONTENTS

©2012 CZE ©2012 CZE ©2012 CZE If you play three or more cards with different names DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and 0 elements are trademarks of and © DC Comics. 0 0 elements are trademarks of and © DC Comics. 0 1 elements are trademarks of and © DC Comics. 0 214 Game Cards and cost 1 or more during your turn, +3 Power. (s12) (s12) (s12)

DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. ©2012 CZE • (s12) 36 Punch Starting Cards Victory Points • 16 Vulnerability Starting Cards DC COMICS • 114 Main Deck Cards SUPER HERO STARTING CARDS WEAKNESS • 16 Kick Cards • 12 DC Comics Super-Villain Cards • 20 Weakness Cards

7 Oversized DC Comics Super Hero Cards THE 1 Rulebook

SETUP FOR YOUR FIRST GAME Special Rules Text 1. DC Comics Super and Starting Decks VILLAIN VILLAIN LOCATION VILLAIN Card Type +2 Power and each foe chooses: He discards a random card; +3 Power When you play this card, leave it in front of you for the rest +1 Power Each player is dealt a random DC Comics Super Hero from among the following: or you draw a card. of the game. Attack: Each foe discards the top card of his deck. FIRST APPEARANCE—ATTACK: Each player puts a card from his hand If its cost is 1 or greater, that player gains a Weakness. into the discard pile of the player on his left. If the card you received has Ongoing: When you play your first Villain on each of your turns, Abilities a cost of 1 or greater, put a Weakness on top of your deck. draw a card.

Batman, Superman, Green Lantern, , and The . Set aside the ©2012 CZE ©2012 CZE ©2012 CZE ©2012 CZE DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and 5 elements are trademarks of and © DC Comics. 2 elements are trademarks of and © DC Comics. 5 1 elements are trademarks of and © DC Comics. 5 1 elements are trademarks of and © DC Comics. other DC Comics Super Heroes for future games. (s12) (s12) (s12) (s12) Each DC Comics Super Hero begins with a starting deck of seven Punch cards Cost and three Vulnerability cards. You will use your Punch cards to buy more powerful DC COMICS cards to add to your deck, improving it as the game goes on. Vulnerability cards SUPER-VILLAIN VILLAIN LOCATION VILLAIN WITH ATTACK represent the things that occasionally cause a DC Comics Super Hero to falter. They don’t do anything for you when drawn or played, so it’s best to get rid of them as soon as possible (more on how to do that later).

THETHE FASTESTFASTEST MANMAN ALIVEALIVE HEAT VISION POWER RING BULLETPROOF Card Name

PUNCH PUNCH PUNCH VULNERABILITY PUNCH VULNERABILITY PUNCH VULNERABILITY PUNCH PUNCH

HERO SUPER POWER EQUIPMENT SUPER POWER Draw two cards. +3 Power Reveal the top card of your deck. +2 Power You may destroy a card in your hand or discard pile. If its cost is 1 or greater, +3 Power. Defense: You may discard this card to avoid an Attack. If you do, draw a card and you may destroy a card in your Otherwise, +2 Power. Abilities discard pile.

©2012 CZE ©2012 CZE ©2012 CZE ©2012 CZE DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and STARTER 1 elements are trademarks of and © DC Comics. 5 2 elements are trademarks of and © DC Comics. 1 elements are trademarks of and © DC Comics. 3 1 elements are trademarks of and © DC Comics. 4 STARTER (s12) (s12) (s12) (s12) +1 Power STARTER STARTER +1 Power STARTER STARTER +1 Power STARTER STARTER Victory Points Cost +1 Power STARTER ©2012 +1CZE Power STARTER DC UNIVERSE and all related©2012 characters +1CZE andPower 0 elements are trademarks of and © DC Comics. (s12) DC UNIVERSE and all related©2012 characters +1CZE andPower ©2012 CZE elements are trademarks of and © DC Comics. 0 DC UNIVERSE and all related©2012 characters CZE and DC UNIVERSE and all related©2012 characters CZE and elements are trademarks of and © DC Comics. 0 0 elements are trademarks of and © DC Comics. 0 SUPER POWER DC UNIVERSE and all related©2012 characters CZE and (s12) DC UNIVERSE and all related©2012 characters CZE and elements are trademarks of and © DC Comics. 0 elements are trademarks of and © DC Comics. HERO SUPER POWER EQUIPMENT DC UNIVERSE and all related©2012 characters CZE and (s12) DC UNIVERSE and all related characters and WITH elements are trademarks of and © DC Comics. 0 elements are trademarks of and © DC Comics. 0 DEFENSE (s12) DC UNIVERSE and all related characters and (s12) elements are trademarks of and © DC Comics. 0 (s12) DC UNIVERSE and all related characters and 0 elements are trademarks of and © DC Comics. 0 (s12) The different card types that you can play are: Starter, Villain, Location, Hero, Super Power, and Equipment. Weakness cards have no card type. 1 2 3 on topoftheremainingsevenface-downSuper-Villains. and shuffletherest.Removefourofthem at random,thenputRa’s faceup alGhul Example: InagameusingthetypicaleightSuper-Villains, setasideRa’s alGhul Villain stack. Villains (stillfacedown).Finally, placeRa’s alGhulfaceupontopoftheSuper- Super-Villains arebeingusedandwhichonesnot.Set asidetheunusedSuper- time, sonoonewillbeabletoseewhich Villain stackremainsfacedownthisentire with thisgamefromthestack.TheSuper- number ofcardsyouaren’t goingtoplay face down.Thenrandomlyremovethe remaining elevenSuper-Villain cards Set selected atrandom,plusRa’s alGhul. Super-Villains, youwilluseseven Super-Villain stack.”Ifyouuseeight thegameontopof “This cardstarts al Ghul.Onhiscardistextthatreads, many youuse,willalwaysuseRa’s use morethaneight.Nomatterhow standard game.Foralongergame, eight Super-Villains areusedfora available touseeachgame.Typically, Super-VillainsThere aretwelvedifferent Stack 3. TheSuper-Villain othercardinthegame(114cardstotal). othercardinthegame(114cardstotal). cards. Themaindeckismadeupofevery cards. Themaindeckismadeupofevery Punch, VulnerabilityPunch , KickWeakness, ortheoversizedSuperHero , of thefollowingcardsshouldeverbeplacedintomaindeck:Super-Villains of thefollowingcardsshouldeverbeplacedintomaindeck: the maindeck.Shuffledeckandplaceitinmiddleoftable.None the maindeck.Shuffledeckandplaceitinmiddleoftable.None Most ofthecardsthatyouwilladdtoyourdeckasgameprogressescomefrom Most ofthecardsthatyouwilladdtoyourdeckasgameprogressescomefrom 2. TheMainDeck on topoftheremainingsevenface-down and shuffletherest.Removefourofthem at random,thenput Example: Villain stack. Villains (stillfacedown).Finally, place Super-Villains arebeingusedandwhichonesnot.Set asidetheunused time, sonoonewillbeabletoseewhich Villain stackremainsfacedownthisentire with thisgamefromthestack.The number ofcardsyouaren’t goingtoplay face down.Thenrandomlyremovethe remaining eleven Set selected atrandom,plus Super-Villains, youwilluseseven Super-Villain stack.”Ifyouuseeight thegameontopof “This cardstarts al Ghul many youuse,willalwaysuse use morethaneight.Nomatterhow standard game.Foralongergame, eight available touseeachgame.Typically, Super-VillainsThere aretwelvedifferent Stack 3. TheSuper-Villain Ra’sRa’s alGhulasideandshufflethe alGhul Super-Villains areusedfora . Onhiscardistextthatreads, , Vulnerability InagameusingthetypicaleightSuper-Villains, setaside aside and shuffle the asideandshufflethe Super-Villain cards , Ra’s alGhul Kick , Weakness Super- Ra’s . Ra’s alGhul

Super-Villains. , ortheoversized VILLAIN VILLAIN RA’S AL GHUL AL RA’S RA’S AL GHUL GHUL AL AL RA’S RA’S (This cardstartsthegameontopofSuper-Villain stack.) of itsowner’sof itsowner’s deckbeforedrawinganewhand. deckbeforedrawinganewhand. At theendofyourturn,putthiscardonbottom At theendofyourturn,putthiscardonbottom +3 Power RA’S AL GHUL GHUL GHUL GHUL AL AL AL AL RA’S RA’S RA’S RA’S face up 4 elements aretrademarksofand©DCComics. elements aretrademarksofand©DCComics. (s12) DC UNIVERSEandallrelatedcharacters ontopofthe ©2012 CZE Ra’s alGhul Super Hero Super-Villains Ra’s alGhul Super- Super- faceup ,

4. The Line-Up THE STACKS After shuffling the main deck, place the top five cards from the main deck into the Line-Up.

There is no board necessary to play this game; just reserve space for each card. KICK KICKKICK Next, place the Kick, Super-Villain, and Weakness stacks at the end of the Line-Up. You may want to turn these stacks perpendicular to the board so that everyone can them. You will always use all 16 Kicks and all 20 Weaknesses each game. The number of Super-Villains you use will vary. Kicks and Super-Villains are always available to be bought or defeated during your turn (while cards remain in their stacks). Weaknesses are never SUPER POWER SUPER POWER POWER bought; they are gained only through unfriendly card effects. The main deck and the three stacks of cards on the +2 Power +2 Power end are not part of the Line-Up. ©2012 CZE DC UNIVERSE and all©2012©2012 related CZE CZE characters and 1 elements are trademarks of and © DC Comics. 3 DC UNIVERSE and all related characters and (s12)DC UNIVERSE and all related characters and 11 elementselements are are trademarks trademarks of of and and © © DC DC Comics. Comics. (s12)(s12) MAIN DECK THE LINE-UP RA’S AL GHUL

BANE THETHE CAPECAPE ANDAND COWLCOWL BANE DOOMSDAY TITANSTITANS TOWERTOWER KID FLASH

VILLAIN +3 Power At the end of your turn, put this card on the bottom of its owner’s deck before drawing a new hand. VILLAIN HERO EQUIPMENT (This card starts the game on top of the Super-Villain stack.) VILLAIN LOCATION +2 Power +2 Power Draw a card. ©2012 CZE : Each foe chooses and discards a card. +4 Power When you play this card, leave it in front of you for the rest Defense: You may discard this card to avoid an Attack Attack. DC UNIVERSE and all related characters and of the game. If you do, draw two cards. 4 elements are trademarks of and © DC Comics. 8 (s12) Ongoing: When you play your first card with cost 2 or 3 on each of your turns, draw a card. ©2012 CZE ©2012 CZE ©2012 CZE ©2012 CZE DC UNIVERSE and all related characters and 4 ©2012 CZE DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. 2 1 elements are trademarks of and © DC Comics. DC UNIVERSE and all related characters and 4 (s12) elements are trademarks of and © DC Comics. 6 (s12) 2 1 elements are trademarks of and © DC Comics.Com (s12) (s12) 5 (s12) WEAKNESS WEAKNESSWEAKNESSWEAKNESSWEAKNESS

Once you have arranged the main deck, the Line-Up, and the other stacks, it will look something like the above. Your opening five cards in the Line-Up will vary. At the start of the game, there should be 16 Kicks, 8 Super-Villains, and 20 Weaknesses in their respective stacks. Weakness cards cardscards reduce reduce reduce your your your score score score at at the atthe endthe end ofend of the theof game. thegame. game. cards reduce your score at the end of the game.

©2012©2012©2012 CZE CZE CZE DCDC DCUNIVERSE UNIVERSE UNIVERSE and and and all©2012 all relatedall related related CZE characters characters characters and and and elementselements are are trademarks trademarks of of and and © © DC DC Comics. Comics. 1 elementsDC UNIVERSE are trademarks and all of related and © characters DC Comics. 0 (s12) 1 (s12)(s12)elements are trademarks of and © DC Comics. 0 (s12) 4 GAMEPLAY THETHE FLASHFLASH Ending Your Turn Randomly determine a player to 1. Once you have finished your turn, place all the cards you played and any cards go first, unless someone is playing remaining in your hand into your discard pile. Any unspent Power from cards as . The Flash player played during the turn is lost. Draw a new hand of five cards and pass the turn always goes first (he’s pretty fast). to the player on your left. Each player begins by shuffling 2. If any of the slots in the Line-Up are empty, draw cards off the main deck and his or her deck and drawing add them to the Line-Up. Do not replace empty slots as soon as you buy or gain a five cards. Players take turns in card from the Line-Up. clockwise order. 3. If the top card of the Super-Villain stack is face down, flip it face up. This will Each turn, you may buy cards reveal the next Super-Villain out to terrorize the Super Heroes. from the Line-Up, Kick cards, and/or the top card of the Sample Turn Sequence Super-Villain stack to improve ™ PUNCH PUNCH VULNERABILITY PUNCH THE CAPE AND COWL your deck. Cards you buy or gain PUNCH are always immediately placed You go first. The first time a card tells you to draw one or more cards during into your discard pile unless you each of your turns, draw an additional card. are instructed otherwise. Discard DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. ©2012 CZE (s12) STARTER STARTER +STARTER +1 Power STARTER = EQUIPMENT piles are always face up. Soon +2 Power Defense: You may discard this card to avoid an Attack. they’ll be shuffled into your deck, If you do, draw two cards.

©2012 CZE ©2012 CZE DC UNIVERSE and all related characters and DC UNIVERSE and all related characters and +1 Power for each Equipment you play during your turn. 0 elements are trademarks of and © DC Comics. 1 elements are trademarks of and © DC Comics. 4 and then you’ll be drawing these newer, more powerful cards into your hand so you (s12) (s12) 0 elements are trademarks of and © DC Comics. 0 (s12) DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. ©2012 CZE can play them. Buying powerful cards builds up the effectiveness of your deck. That’s (s12) why it’s called a “deck-building game.” After shuffling up your starting cards, you draw a hand of four Punches and one You can buy any number of available cards with combined cost less than or equal Vulnerability for your first turn. You may play the four Punches for a total of 4 Power, to the amount of Power you have for the turn. For example, your Punch cards each which is enough to buy The Cape and Cowl from the Line-Up. After buying it, you give you +1 Power. If you draw four of them and no other cards with any Power put into your discard pile. The Vulnerability provides you with no additional Power. bonuses, your total Power for the turn is 4. You can buy a single card with cost 2, 3, Once you have played and bought all the cards you want, discard the cards you or 4, or even two cards each with cost 2, assuming these options are available. Kick have played and any remaining in your hand and then draw a new hand of five cards are (usually) available if the cards in the Line-Up are too expensive, and you cards. Play proceeds to the player on your left. may buy more than one during your turn if you wish. You may pass if you cannot buy or do not wish to buy any cards. Vulnerability and Weakness cards provide no Power. Since they weaken your draws END OF GAME and deck, you should try to destroy them as soon as possible. You may play them if The game ends immediately when either of the following two conditions is met: you wish, but they have no effect when played. They are not discarded until the end • You are unable to flip up a new Super-Villain on the stack. of your turn when you discard all cards you have played and any cards that you • You are unable to refill all five slots of the Line-Up. have kept in your hand. Then, players total up the Victory Points on cards in their deck. Weakness cards Order of Playing Your Cards in your deck at the end of the game will subtract Victory Points (VP) from your total. On your turn, you get to play the cards in your hand in the order of your choice The player with the highest VP total is crowned the winner! In case of a tie, the player When you play a card, its game text resolves immediately. When you have played with more Super-Villain cards wins. all the cards you wish to play at that time, total up the Power you have accumulated After a winner has been determined, all players will need to take apart their decks, and buy what you wish to buy from the Line-Up or the face-up stacks. You do not placing all of the cards back into their proper stacks. Be sure to return any Super- have to play all of the cards in your hand before you start making purchases if you Villains that were not used during the game to the Super-Villain stack, so they can be don’t wish to. used in the next game. Most cards you play have simple effects like +Power, card drawing, or an Attack. The order in which you play these cards typically does not matter.

5 6 ADDITIONAL RULES CYBORG

DC Comics Super Heroes When revealed on the Super-Villain stack, this Attack Your Super Hero gives you an ability that you may resolves immediately against each player in the game. choose to use during your turn. If a Super Hero Each player with a Defense card may defend against has two abilities on his card, both of them may the Attack. The Attack will resolve against any players VILLAIN who do not defend themselves. These Attacks do not trigger on the same turn. At the start of games Double your Power this turn. FIRST APPEARANCE—ATTACK: Each player reveals his hand after your first, each player may choose and discards all cards with cost 2 or less. happen during any player’s turn.

©2012 CZE a Super Hero to play with, or if you have enough, DC UNIVERSE and all related characters and 6 elements are trademarks of and © DC Comics. If you play one or more Super Powers during your turn, +1 Power. (s12) deal two Super Heroes to each player, and then If you play one or more Equipment during your turn, ARKHAM ASYLUM draw a card. each player chooses one. DC UNIVERSE and all related characters and elements are trademarks of and © DC Comics. ©2012 CZE (s12) Super-Villains are Villains. Super-Villain is a title, not a card type, so playing a Super-Villain does not count as playing two different card types.

SCARECROW Example: If you have the Location Arkham Asylum Attacks and Defenses LOCATION When you play this card, leave it in front of you for the rest in play and you play a Super-Villain, it counts as of the game. Some cards allow you to make an Attack against the Ongoing: When you play your first Villain on each of your turns, playing a Villain, so you get to draw a card. draw a card.

other players in the game. When you play a card with ©2012 CZE DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. 5 an Attack ability, each other player has an opportunity to (s12) VILLAIN +2 Power avoid the Attack with a card that has a Defense ability. A Attack: Each foe gains a Weakness. LEXLEX LUTHORLUTHOR SUPER SPEED player using a Defense card’s ability negates the Attack ©2012 CZE Super-Villain Cards in Your Deck DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. 5 (s12) only for that defending player. A player may only play one Defense card per Attack. Any players who don’t avoid Like any other card you acquire, the experience gained the Attack are then affected by the Attack card’s ability. defeating a Super-Villain will aid you in your future Avoiding an Attack does not negate any other abilities turns. When you play a Super-Villain from your hand, the text at the top of the text box is the relevant text. The SUPER POWER (like +2 Power) of a card, unless an ability specifically Draw a card. Defense: You may discard this card to avoid an Attack. “First Appearance—Attack” is no longer applicable, as If you do, draw two cards. counts the players successfully hit by the Attack. VILLAIN Draw three cards. the Super-Villain already made that attack when he was ©2012 CZE FIRST APPEARANCE—ATTACK: Each player gains a DC UNIVERSE and all related characters and Weakness for each Villain in the Line-Up. 1 elements are trademarks of and © DC Comics. 3 (s12) first revealed from the Super-Villain stack.

©2012 CZE DC UNIVERSE and all related characters and 5 elements are trademarks of and © DC Comics. 10 (s12)

The Super-Villains Weakness When you have accumulated enough Power in a turn, you can choose to defeat WEAKNESS a Super-Villain. If you do, take the topmost face-up card from the stack and Some Attack cards force the attacked players to gain place it into your discard pile, unless instructed otherwise. The next card in the a Weakness. If this happens, the Weakness cards are Super-Villain stack remains face down until your turn is over, so a player may usually placed in that player’s discard pile, effectively defeat only one Super-Villain per turn. Super-Villains range in cost from 8 to 12, adding them to that player’s deck. They have no and their stack is randomized at the start of each game, so check the stack for ability when drawn during the game and can be the current Super-Villain’s cost. played or kept in your hand and discarded at the end of your turn. At the end of the game, each Weakness Weakness cards reduce your score at the end of the game. While Ra’s al Ghul is content to gaze scornfully at the players from his lofty in your deck subtracts 1 Victory Point from your VP ©2012 CZE DC UNIVERSE and all related characters and total, so you’ll need a plan for destroying them at 1 elements are trademarks of and © DC Comics. 0 perch atop the DC Comics Super-Villain stack, the rest of the Super-Villains take (s12) a more hands-on approach. When a new Super-Villain is revealed, this is called some point! If the Weakness deck runs out, effects his or her “First Appearance.” On each Super-Villain (other than Ra’s), you will that would cause a player to gain a Weakness do not do so, but any other effects find that Super-Villain’s First Appearance—Attack. those cards have still resolve as usual. A player may still play a Defense to avoid an Attack, even when there are no Weaknesses available to be gained.

7 8 Shuffling Your Deck Resolving Card Abilities You don’t reshuffle your discard pile into your deck as soon as you run out of cards. If a card’s ability affects multiple players, and the order matters (for example, However, if at any point during the game if there are no cards in your deck and you an Attack that has each of three opponents gain a Weakness, with only two need to draw, discard, or reveal a card from your deck, immediately reshuffle your Weaknesses remaining on the board), resolve that ability for each affected player discard pile, and it becomes your new deck. in clockwise order, starting from the player who played the ability.

Locations When you play a card that triggers another effect, like on your Super Hero or a Location you control, fully resolve the card you are playing before resolving any Location cards go straight to your discard pile when THETHE BATCAVEBATCAVE secondary effects triggered by your card play. bought or gained, just like any other card. However, when you later draw and play a Location, that card Example: The ’s game text says to “Draw two cards, then choose and will remain face up and in play in front of you for discard two cards from your hand.” If your Super Hero is The Flash, he allows you the rest of the game. Each Location has a draw effect to draw an extra card the first time a card tells you to draw one or more cards that triggers the first time you play a particular card during your turn. However, you must first draw two cards and then discard two type during each of your turns. The word Ongoing is LOCATION When you play this card, leave it in front of you for the rest cards before drawing an additional card due to The Flash’s game text. a reminder that this card keeps working for you turn of the game. Ongoing: When you play your first Equipment on each after turn. This effect triggers only once during each of of your turns, draw a card. ©2012 CZE DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. your turns. You can have any number of Locations in (s12) play at once.

VARIANT GAMES NTH METAL Destroying Cards Some cards have an ability that allows you to destroy a Two Heads are Better than One: This is a 1v1 game, where each player card from your hand, your deck, or even the Line-Up. plays as two Super Heroes at once . . . as if they were sharing one body! So you get When you destroy a card, place it into a face-up pile to combine the game text on both of the Super Heroes that you’re playing. At the of destroyed cards anywhere away from the play area, start of this variant game, shuffle the Super Heroes and deal two to each player. removing it from your deck and the game. You will often EQUIPMENT get to choose which of your cards to destroy. Destroying +1 Power Look at the top card of your deck. You may destroy it. Vulnerability and Weakness cards will improve your Team Game: This is a 2v2 game, where you and a partner work together to deck greatly! If Weaknesses and Kicks are destroyed, defeat the opposing team! Turns should alternate so that a team does not take two ©2012 CZE DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. 3 turns in a row. Teammates are free to discuss strategy before making decisions, (s12) they do not go back to their respective decks. but you can’t show your teammate your hand. Each Super Hero has his or her own deck and hand, but when you buy or gain a card during your turn, you may choose to put that card into your discard pile or your teammate’s discard pile. If you place it in your teammate’s discard pile, one member of the other team may Gaining Cards choose to discard a card from their hand and then draw a card. This occurs for each card that a foe passes to their teammate. When a card tells a player to gain a particular card or a card of your choice, that card is taken and Any Attacks you make do not affect your teammate. When your team is attacked immediately placed in that player’s discard pile at no by the other team or a Super-Villain, you may defend your teammate. When you additional cost, unless otherwise directed by the card. play a Defense card, you must decide which Super Hero you are protecting. The If a card tells to you gain a card with a specific name, VILLAIN Super Hero who played the Defense card always gains any benefit listed on the card type, or cost and there are none available, you Gain any card with cost 4 or less from the Line-Up. Defense card for playing the card, however. At end of game, total up each deck’s simply don’t gain the card. individual Victory Points, then add your two totals together for your team score. ©2012 CZE DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. 2 (s12) The team with the higher combined total score wins!

9 10 “On Patrol” Game: This is a standard game, but with a new option. During your Brainiac: During Brainiac’s First Appearance—Attack, turn, when there are one or more empty slots in the Line-Up, you may immediately a player is only dealt back as many cards as he or she refill all empty slots in the Line-Up with cards from the top of the main deck. If any of contributes. those cards have Attacks, you and only you are immediately attacked. Any Attacks that might benefit the active player do not do so, but the effects still resolve as usual. : While a Super Hero is face down, it has no abilities. If the Wonder Woman Super Hero defeats VILLAIN Captain Cold, her game text does not trigger. Each foe reveals a random card from his hand. Play each revealed -Location. STARRO FIRST APPEARANCE—ATTACK: Each player chooses two cards from his hand and puts them on the table face down. Example: If Starro is revealed while On Patrol, the active Shuffle all of the chosen cards face down, then deal two back to each player at random.

player must discard the top card of his deck, but he does ©2012 CZE : You can’t choose another Clayface you DC UNIVERSE and all related characters and 6 elements are trademarks of and © DC Comics. 11 not get the benefit of that card. (s12) played this turn.

This variant increases the variety of cards a player will Dark Knight: Note that can put any card you have bought or gained have access to during his or her turn, but at a slight . this turn into your hand; it doesn’t have to be an Equipment that Dark Knight gained for VILLAIN Attack: Each foe discards the top card of his deck. Remember that you do not have to play all of your cards at free. It doesn’t matter if you play Catwoman before or after Dark Knight—the result is You may play each non-Location discarded this way this turn. once, so you would do well to hang onto a Defense card the same. ©2012 CZE until after you have added any new cards to the Line-Up. DC UNIVERSE and all related characters and 2 elements are trademarks of and © DC Comics. 7 : To block this First Appearance—Attack, you may either play a Defense (s12) card or reveal a Villain from your hand. If you cannot avoid this Attack, you choose which two cards to discard from your hand. : SPECIFIC CARDS You do not choose hand or discard pile and then only destroy a card in the chosen area. If either area contains a Hero, Super Power, or Equipment, you will have to destroy one of them if you don’t avoid this attack. The Anti-Monitor: Super-Villains, Kicks, and Weaknesses are not legal targets for The Anti-Monitor’s card-destroying ability, as they are not in the Line-Up. Emerald Knight: You can’t choose Kick, as it is not part of the Line-Up. You cannot Choose any number of cards currently in the Line-Up to destroy when you play buy or gain the card you remove from the Line-Up this turn. this card. You cannot destroy the cards that are replacing ones you previously : If a player has no Punch or Vulnerability cards in his or her discard pile destroyed. Note that after his First Appearance—Attack, the cards each player adds or has no discard pile, there is no effect upon that player (though he or she may still choose to the Line-Up will often leave the Line-Up with five or more cards, so don’t fill a to use a Defense card). seemingly empty slot without counting the total first. High-Tech Hero: Whether you play a Super Power or Equipment before or after playing High-Tech Hero, you will still get +3 Power as long as you play one during : Your opponents do not get to look at the card you have placed under your turn. your Hero from this First Appearance—Attack, though you are free to show it off if you wish. The Joker: If a player avoids The Joker’s First Appearance—Attack, that player does not pass or : This card remains in play when you use the discard and redraw receive a card. The card he would have received is effect. It is not discarded until the end of your turn. Super Hero receives placed into the discard pile of the next player to the left. a +1 Power bonus for playing this Equipment whether you use the discard and redraw ability or not. The Joker’s game text is not an attack. Each other player VILLAIN must choose to either discard a random card or allow the +2 Power and each foe chooses: He discards a random card; : The Weaknesses in your deck still subtract from your score. or you draw a card. FIRST APPEARANCE—ATTACK: Each player puts a card from his hand player who played The Joker to draw a card. If you have into the discard pile of the player on his left. If the card you received has a cost of 1 or greater, put a Weakness on top of your deck. no cards in hand, you cannot choose the discard option. ©2012 CZE , Parallax, : If you have no cards to play during DC UNIVERSE and all related characters and 5 elements are trademarks of and © DC Comics. 10 your turn, you must simply pass. At the end of your turn you then get to redraw back up (s12) to five cards as usual. : With his First Appearance—Attack, Lex Luthor is not counted, as he is not in the Line-Up. Man of : As with any cards that are drawn or put into your hand, you may play all of these cards immediately. 11 12 : If your discard pile is empty at the time you play this card, the larger Power CREDITS bonus applies, even if cards end up in your discard pile after you play her but before you have spent any Power. Game Engine Design Matt Hyra & Ben Stoll

Cryptozoic Entertainment THE President & CCO Cory Jones The Riddler: You do not get to look at the top card of the CEO John Nee main deck until after you have paid the 3 Power to gain Chief Operating Officer Scott Gaeta the card. You may use this ability multiple times when you SVP Sales & Business Development John Sepenuk play the card, but each use costs you 3 Power from your total for the turn. To use this ability, simply subtract 3 Power Game Design and Development Matt Hyra (Lead), Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik Larsen, Ben Stoll, VILLAIN from your total for the turn and then gain the top card of You may pay 3 Power. If you do, gain the top card of the main deck. Patrick Sullivan, Drew Walker, Chris Woods Use this ability any number of times this turn. If you choose not to, +1 Power instead. the main deck. If you choose not to use this ability, The Riddler grants you +1 Power for the turn. Graphic Design Larry Renac (Lead), Marco Sipriaso, ©2012 CZE DC UNIVERSE and all related characters and 1 elements are trademarks of and © DC Comics. Nancy Valdez, John Vineyard (s12)

Editing Kate Stavola

Sinestro: With his First Appearance—Attack, you do not have to discard the Heroes VP Controller Joanne Barron you reveal, so if you reveal two Heroes, you must discard two cards, but those cards can be any cards in your hand. Director of Operations Leisha Cummins

Suicide Squad: There are six copies of this card in the main deck. The more you Brand Management Patrick Dillon acquire, the more VPs they are all worth. At the end of the game, you gain VPs Associate Production Manager Rachel Valverde equal to the number of Suicide Squad cards in your deck, but you count that effect for each one. So, effectively, you gain VPs equal to the number of Suicide Squad Business Coordinator Rumi Asai cards in your deck squared. Sales Kurt Nelson

Swamp Thing: You do not gain additional Power for controlling multiple Global Sales Ming Wan Locations. Office Manager April Jones X-Ray Vision: This is not an Attack, so it cannot be defended against. If a player has no deck, he or she must shuffle his or her discard pile to create one. Public Relations AnnaMaria White Marketing and Community Javier Casillas, Alex Charksy, Sara Erickson, Drew Korfe, Mike Rosenberg, Christina Sims, FAQ Laura Waniuk

Q: What does the term “defeat” or “defeated” mean? Playtesters William Brinkman, Tom Driver, Scott Gaeta, Russ Greenwald, Adam Hensch, Cory Jones, A: That term is only used referring to Super-Villains. You “defeat” a Super-Villain Marcos Payan, Ry Schueller, when you buy it from the top of the Super-Villain stack. That Super-Villain has then Nathaniel Yamaguchi and many, many others been “defeated.” who didn’t log the 100+ games these testers did . . . though your help is still appreciated! Q: I play Kid Flash and draw The Watchtower. I play it, then play . Since The Watchtower was in play when I played Robin, do I get to draw a card from the Cryptozoic Special Thanks Miranda Anderson, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Danielle McKay, Location’s Ongoing ability? Matthias Nagy, Jon Nee, Mike Sacco, A: No, as Robin was not the first Hero you played that turn.Kid Flash was, and The Lisa Villaire, Galen Welch, MaryCarmen Wilbur Watchtower was not in play at that time.

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